/Engine/Plugins/Experimental/ModularGameplay/Source/ModularGameplay/Public/Components/GameFrameworkInitStateInterface.h
Checks the component manager to see if we have already reached the desired state or a later one
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="InitState") virtual bool HasReachedInitState ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) DesiredState ) const